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authorKeith Whitwell <keith@tungstengraphics.com>2008-03-23 16:44:59 +0000
committerKeith Whitwell <keith@tungstengraphics.com>2008-03-23 17:36:49 +0000
commitf40357e25c0520ef1d64ffab03501da4c8b93529 (patch)
tree4fbb13daaa1b63b97ce81b59d5e879e2feae03fb /src/gallium/auxiliary/cso_cache/cso_hash.c
parenta35c1ca3ad4361fee30d21ef13d8d37ae91aee66 (diff)
gallium: beginnings of draw module vertex rework
Trying to put a structure in place that we can actually optimize. Initially just implementing a passthrough mode, this will fairly soon replace all the vertex_cache/prim_queue/shader_queue stuff that's so hard to understand... Split the vertex processing into a couple of distinct stages: - Frontend - Prepares two lists of elements (fetch and draw) to be processed by the next stage. This stage doesn't fetch or draw vertices, but makes the decision which to draw. Multiple implementations of this will implement different strategies, currently just a vcache implementation. - MiddleEnd - Takes the list of fetch elements, fetches them, runs the vertex shader, cliptest, viewport transform on them to produce a linear array of vertex_header vertices. - Passes that list of vertices, plus the draw_elements (which index into that list) onto the backend - Backend - Either the existing primitive/clipping pipeline, or the vbuf_render hardware backend provided by the driver. Currently, the middle-end is the old passthrough code, and it build hardware vertices, not vertex_header vertices as above. It may be that passthrough is a special case in this respect.
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